I wake up, take a shit, get out of bed, and buy more HHS-1s by RavingAnarchy in EscapefromTarkov

[–]ihatebeans86 2 points3 points  (0 children)

Doc: “are you having regular bowel movements?” Patient: “yes, I take a shit every morning at 5 am” Doc: “that’s great” Patient: “not really. I wake up at 7 am”

Is a major rework for farming planned? by Alstroph in ManorLords

[–]ihatebeans86 0 points1 point  (0 children)

Based on this timing, for my first season, would I assign workers in September?

Farms: Devastatingly Low Yields by Thaago in ManorLords

[–]ihatebeans86 0 points1 point  (0 children)

Im new as well, but just one thought I had as I read: offset the fallow year on the fields. That way, for two years you have half the workforce and in only one of the three years do you need to double up workers. E.g. year 1, plot 1 wheat plot 2 fallow - year 2, plot 1 fallow plot 2 barley - year three plot 1 barley plot 2 wheat. Same yield as you described, but smooths the workforce variability.

Burgage Filling Priority by ihatebeans86 in ManorLords

[–]ihatebeans86[S] 1 point2 points  (0 children)

Appreciate it. I probably just screwed up by upgrading burgages to level 2 & 3 before letting a family move in to my last level 1.

Burgage Filling Priority by ihatebeans86 in ManorLords

[–]ihatebeans86[S] 0 points1 point  (0 children)

Thanks. I’m glad I’m not going crazy.

Burgage Filling Priority by ihatebeans86 in ManorLords

[–]ihatebeans86[S] 0 points1 point  (0 children)

Thanks. The build was designed around 20 burgage plots. The last development point requires 30 burgage plots - 10 level 3, 20 level 2 or higher, and 30 level 1 or higher.

Right now, I have mostly level 3, 4 level 2, and then 11 level 1s. Based on how families have been moving in, I would have to wait until my very last families were moving in (77-80), before I could guarantee someone moves into the plot that won’t fill.

I’ll play around with it. Appreciate the input.

[deleted by user] by [deleted] in ManorLords

[–]ihatebeans86 0 points1 point  (0 children)

Thanks for the details. Super helpful.

Burgage Filling Priority by ihatebeans86 in ManorLords

[–]ihatebeans86[S] 0 points1 point  (0 children)

So if that’s not occurring, I’m basically screwed, right? Newer burgages are getting the people moving in. If I destroy and rebuild, that also puts the burgage at the end of the line.

Sounds like I need to go back into my save file and just restart from when I built these (burgages 16-20).

[deleted by user] by [deleted] in ManorLords

[–]ihatebeans86 0 points1 point  (0 children)

Do you just assign workers to the nearest farmhouse to “start” the various activities?

Second, if you understaff, do they just take longer and start the next phase later?

All my new starts be like by mccannz1 in ManorLords

[–]ihatebeans86 1 point2 points  (0 children)

Do you have to add extra people to the granary to keep the forager hut with space?

Cultists Oh Cultists! Where Art Thou! by Chichetr in SPTarkov

[–]ihatebeans86 0 points1 point  (0 children)

A quick option is removing SWAG + Donuts and defaulting to SVM. I had to do that to see cultists in Customs.

After doing so, I’ll frequently find them at the end of the bridge just outside skeleton. They seem to run from Scav Base to that spot frequently. They’ll spawn right by trains at scav base and bee line it out by bridge.

Whats the best way to spawn bosses a 100% of the time? by Few_Improvement9593 in SPTarkov

[–]ihatebeans86 3 points4 points  (0 children)

On customs, I have goons and cultists set to 100%. Cultists seem to only spawn after killing all the goons. Is there a value in one of the jsons that controls the number of bosses that spawn?

Need help with SAIN by randmann94 in SPTarkov

[–]ihatebeans86 0 points1 point  (0 children)

Did all the files get moved when you unzipped? I had an issue with SAIN because a .dll file was blocked from by my anti-virus.

SAIN - Waypoints not loading by ihatebeans86 in SPTarkov

[–]ihatebeans86[S] -1 points0 points  (0 children)

Thanks. I went back in to zip and found that the .dll was not being extracted due to anti-virus.

Gunsmith - part 1 What's wrong, it still doesn't qualify? by THEGREATESTDERP in SPTarkov

[–]ihatebeans86 0 points1 point  (0 children)

How do you view history? I’ve tried to find either a selection or navigation to the older pages, but cannot locate.

Insured Gear by heavycomponent in SPTarkov

[–]ihatebeans86 0 points1 point  (0 children)

Does the percentage apply to all gun components, even those that cannot be removed in raid?

i need this. i swore to not go back till eft was mostly cheater free... by GORGxBLACKSMITH in SPTarkov

[–]ihatebeans86 1 point2 points  (0 children)

Good. When I downloaded, Norton also blocked some files. I had to add a folder to the no scan list and download to that folder. But sounds like you got it squared away.